Re: Complementary Rolls in Combat as Resource Mangagement
I definitely like 10 and 16. I don't know if it needs to be once per session, it could just be a build up; With 10 you can get +1s and the GM can give -1s but will usually only give them out to keep up with yours. Although maybe I just don't know the rules for complimentary skills well.
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Originally Posted by cosmicfish
While I do not think that GURPS is perfect I do think that it is more balanced than what I am likely to create by GM fiat.
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